Release Date: September 21, 2010 (PSN); September 22, 2010 (XBLA)
Date of Play: September 21, 2010
It is hard to shake the feeling that I am playing the exact same game as the first DeathSpank. The title menu is the same, the menu music is the same, and the animated intro isn’t the same but it’s close enough. The whole thing feels like a rehash. That’s not necessarily terrible, but I hope there’s something more here.
I wonder if your save carries over from the first or if they have some way of explaining why the mighty hero has randomly lost all of his cool shit and gone back to square one with his abilities. I won’t be able to tell without buying the full game, which I have not yet done, but I’m curious.
Just as I make a comment about the game perhaps lacking new ideas, I actually begin to play and the first weapon I pick up is a gun. Hmm. Intriguing. Not sure if that’s good or bad yet.
Come to think of it, the gun is just a retooling of the crossbow from the last game isn’t it? Never mind.
Already there’s a little prick of an enemy who likes to shoot me and then run away forcing me to blast it with my gun/pea shooter. I hate enemies like that. So annoying.
Unsurprising revelation: just like the first game, the dialog is the best part of this demo. I just hope it’s up to the quality of the writing of the first game. So far so good, though. I’ve already had a number of laughs.
Oh great. The game is already resorting to bathroom humor. This is a good sign. Yeah.
My First Impressions articles so far have been a little too much like reviews under another name, which was not the original intention. I wanted to accurately chronicle my thoughts at the beginning of a play experience to analyze what games could do better from the outset and why, after just an hour or so of play, some games leave me drooling for more and others leave me cold.
In order to better reflect my intention and not confuse these as reviews written far too early, I’m trying a format shift. I will record, via my trusty iPhone, my thoughts as I go along my first hour or so. I will then transcribe them here for you as accurately as I can so you can get a true picture of exactly what it was that was going through my head as I played. Nothing more, nothing less.
Let me know what you think of the change.
Halo: Reach
Single player campaign
Release date: September 14, 2010
Date of play: September 14, 2010
I’ve just started the campaign and I’m already immediately noticing some graphical glitches. This is hardly a new phenomenon for Halo, as I remember similar graphical weirdness with Halo 3, but I’m disappointed it hasn’t been cleared up. I see screen tearing, a little bit of choppiness, and other such distractions. I’m hoping it will go away, because I also immediately notice that this is a substantially better looking Halo than what I’m used to.
I haven’t heard but maybe two of the music tracks so far and I’m already impressed. I’m going to have to pay close attention to the music because I have a feeling it’s going to be good.
As I dusted off my trusty Magic 8-Ball to peek into the future of what Metroid: Other M had in store for me, I was not prepared for the rather unorthodox answer that awaited me.
“Man, you better hang on, ‘cause this is going to be one rocky ride.”
I’m pretty sure I’ve never seen that come up as an answer before.
The all-knowing plastic sphere was right, though. Other M has been tossing me around like a roller coaster, with thrilling highs that kept me begging for more and terrifying lows that left me wondering whether I wanted to keep going at all.
To put it simply however, it can pretty much be boiled down to one simple statement. When the game shuts the hell up and lets Samus do her Samus thing, it’s a mighty good time. When it attempts to derail the proceedings with needless cutscenes, horrible voice acting, and bad writing (none of which you can skip, by the way) things go sour really damn fast. And I do mean fast.
After 15 minutes with Other M I wanted to put it down and never so much as see it ever again. If the disc happened to end up on fire and at the bottom of the ocean being eaten by whales or something too I wouldn’t have complained. What I’m saying is that Other M makes a horrifyingly off-putting first impression.
My odd fascination with fighting games continues. I constantly wrestle with a desire to play them that doesn’t mesh with my complete lack of skill in the genre and it’s no secret I don’t have the kind of dedication necessary to spend the many, many hours practicing diligently in one title that it takes to truly improve.
I’ve ultimately decided it’s a genre I like dabbling in. It’s an expensive, often frustrating dalliance, to be sure, and one that I sort of hope I can muster the willpower to give up someday and free my mind and time for better things, but until then my love/hate relationship with the genre will continue.
My first hour with BlazBlue perfectly typified this usual relationship. There was fun, excitement, and frustration. Nothing new there.
But enough about my masochistic genre tendencies, the real question is whether my $40 was well-spent on this update to the crazy 2D fighting antics the original BlazBlue established.
BlazBlue: Continuum Shift is in an awkward position commercially. It comes out only a few months after the release of the superb Super Street Fighter IV, a game that bested its predecessor in nearly every way, delivered a whopping 10 new characters, and chopped $20 off of the price for an amazing value on top of everything else.
Continuum Shift wisely follows suit with a price drop of its own, but otherwise can’t match the quantity of cool new stuff added to Super Street Fighter IV (nor could it really hope to, being an original franchise with 2D art assets as opposed to a long-established franchise with 3D art). So the package clearly doesn’t feel as substantial as one might hope. But that doesn’t mean it’s not still worth it. Is it?
Online multiplayer games typically don’t tend to be a big draw for me. I like them in principle, but I lack the dedication to practice enough to become good at them, so my experiences tend to consist of hopping online, getting stomped a few times, muttering to myself that I wish I were better at the game, and then never playing again.
But sometimes a game comes along that can convince even me to hop on its bandwagon. Monday Night Combat is just such a game.
Monday Night Combat is a brilliant mix of well-worn elements that combine to form a captivating whole. Take a large dose of Team Fortress’s class-based team shooter gameplay, mix in a couple of portions of tower defense, and top it off with a pleasingly thick layer of icing in the form of an appealing grandiose sports game presentation. What you end up with is an addictive shooter with high replayability, plenty of depth, and quite a bit of strategy to boot.
Monday Night Combat doesn’t overwhelm you with modes or options. One could cynically say that it feels like a $15 downloadable title rather than a full retail release, but I prefer to think that it simply pared down the experience to only the most necessary elements and then polished them to a fine sheen. What you’re left with is perhaps lacking in quantity, but of a quality that will stand up to just about any full retail shooter you compare it to.